Previous Versions can be found here.
Water Cooler is a unique card with an ability that works as a better version of Kindness's Passive Effect, healing 2 HP to all allies at the end of your turn. This means itself, your other monsters, and you yourself. (Kindness' Passive also heals you by 2, but only heals your monsters by 1.) This makes Water Cooler a very good support card, but also a highly targeted one.
Even with its effect, it's still useful in a Kindness Deck, as only 1 of them will result in a total of 4 HP restored to you and 3 to your monsters each turn, greatly increasing everyone's survivability. It's also useful as a counter against Perseverance Decks because its healing effect is greater than the damage of KR. Since Beta 45.0, it lost 3 HP for 2 ATK, so you can apply Force of Nature on it to increase its HP back up to its old amount (while also keeping its ATK at the increased amount, making it immune to Muffet's Pet and making Madjick less effective).
Water Cooler is best placed with Taunt monsters to protect itself and you, while passively healing everyone up. Even after the Taunts are killed, Water Cooler, like Trader Temmie, acts as a Pseudo-Taunt monster itself. This means that your opponent will generally prioritize killing it over attacking you directly (or any other of your non-Taunt monsters).
Card Skins[]

Refreshing Water
- Refreshing Water (by Diamaincrah)